U.S. patent application number 09/109590 was filed with the patent office on 2002-01-10 for manual operating device, game apparatus using the same, game method and computer readable medium.
Invention is credited to KOTANI, HIDEKI, MINAMI, KOJIRO, OISHI, TOSHIMITSU.
Application Number | 20020004423 09/109590 |
Document ID | / |
Family ID | 16098779 |
Filed Date | 2002-01-10 |
United States Patent
Application |
20020004423 |
Kind Code |
A1 |
MINAMI, KOJIRO ; et
al. |
January 10, 2002 |
MANUAL OPERATING DEVICE, GAME APPARATUS USING THE SAME, GAME METHOD
AND COMPUTER READABLE MEDIUM
Abstract
A manual operating device including a joystick lever tiltably
supported by a bearing provided on a support plate, a control unit
for controlling and detecting tilt displacement of the control
lever, and a stimulation-imparting mechanism provided in the
joystick lever for vibrating the joystick lever to impart
stimulation. This simple arrangement of the manual operating device
enables not only that an action command made by an operator due to
the operation of the joystick lever is imparted to characters
displayed on a screen but also that a stimulation corresponding to
contents of images displayed on the screen is imparted from the
control unit to the operator. A game apparatus using the manual
operating device, a game method and a computer readable medium are
also disclosed.
Inventors: |
MINAMI, KOJIRO; (KOBE-SHI,
JP) ; KOTANI, HIDEKI; (KOBE-SHI, JP) ; OISHI,
TOSHIMITSU; (AKASHI-SHI, JP) |
Correspondence
Address: |
JORDAN AND HAMBURG
122 EAST 42ND STREET
NEW YORK
NY
10168
|
Family ID: |
16098779 |
Appl. No.: |
09/109590 |
Filed: |
July 2, 1998 |
Current U.S.
Class: |
463/38 |
Current CPC
Class: |
G06F 3/0205 20130101;
G06F 2203/013 20130101; A63F 13/285 20140902; G06F 2203/015
20130101; A63F 13/06 20130101; A63F 13/837 20140902; A63F 2300/8029
20130101; A63F 2300/1037 20130101; A63F 13/24 20140902; A63F 13/803
20140902; G06F 3/016 20130101 |
Class at
Publication: |
463/38 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 7, 1997 |
JP |
9-181328 |
Claims
What is claimed is:
1. A manual operating device comprising a control lever tiltably
supported by a bearing provided on a support plate; and a detection
mechanism for detecting tilt displacement of said control lever,
wherein a stimulation-imparting mechanism for vibrating said
control lever to impart stimulation is provided in said control
lever.
2. A manual operating device comprising a control lever provided
with a knob on the head thereof; and a detection mechanism for
detecting tilt displacement of said control lever, wherein a
stimulation-imparting mechanism for vibrating said control lever to
impart stimulation is provided in the knob of said control
lever.
3. A manual operating device according to claim 1 or 2, wherein
said stimulation-imparting mechanism is a motor with an eccentric
weight.
4. A game apparatus in which a game is played on the basis of an
operation command corresponding to tilt displacement of a tiltably
supported control lever, said game apparatus comprising: a manual
operating device having a control lever tiltably supported by a
bearing provided on a support plate, and a detection mechanism for
detecting tilt displacement of said control lever, wherein a
stimulation-imparting mechanism for vibrating said control lever to
impart stimulation is provided in said control lever; and control
means for controlling said stimulation-imparting mechanism so as to
be vibratingly driven in response to a game situation.
5. A game apparatus in which a game is played on the basis of an
operation command corresponding to tilt displacement of a tiltably
supported control lever, said game apparatus comprising: a manual
operating device having a control lever provided with a knob on the
head thereof, and a detection mechanism for detecting tilting
displacement of said control lever, wherein a stimulation-imparting
mechanism for vibrating said control lever to impart a stimulation
is provided in the knob of said control lever; and control means
for controlling said stimulation-imparting mechanism so as to be
vibratingly driven in response to a game situation.
6. A game apparatus according to claim 4, wherein said
stimulation-imparting mechanism is a motor with an eccentric
weight.
7. A game apparatus according to claim 4, 5, or 6, wherein said
control means drives and controls said stimulation-imparting
mechanism at least in one of an amount of vibration and a type of
vibration, in response to the game situation.
8. A method of playing a game on the basis of an operation command
corresponding to tilt displacement of a tiltably supported control
lever, wherein a stimulation-imparting mechanism provided in said
control lever is vibratingly driven in response to a game
situation.
9. A method of playing a game on the basis of an operation command
corresponding to tilt displacement of a tiltably supported control
lever, wherein said stimulation-imparting mechanism is driven and
controlled at least in one of an amount of vibration and a type of
vibration, in response to the game situation.
10. A computer readable medium storing a control program which,
when playing a game on the basis of tilt displacement of a control
lever, executes a step for controlling a stimulation-imparting
mechanism so as to be vibratingly driven in response to a game
situation.
11. A computer readable medium storing a control program which
executes a step for driving and controlling said
stimulation-imparting mechanism at least in one of an amount of
vibration and a type of vibration, in response to the game
situation.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a manual operating device
for use in operating and controlling player characters and objects
in a playing machine, such as a TV game machine, and to a game
apparatus using the same. The invention is also concerned with a
game method, and a computer readable medium.
[0003] 2. Description of the Related Art
[0004] Hitherto, a so-called joystick tiltably operated in multiple
directions (eight directions, for example) has been employed as a
manual operating device for operating and controlling player
characters and objects on a display screen of a playing machine,
such as a TV game machine, to perform various types of actions on
the screen. The joystick includes, as shown in FIG. 11, a control
lever 53 tiltably supported by a body frame 52 through a bearing
51, and four detection switches 54 provided near the lower end of
the control lever 53. Any one of the detection switches 54 is set
to the ON state, or two adjacent detection switches are set to the
ON state, whereby an input operating signal corresponding to the
direction of operation of the control lever 53 can be obtained.
[0005] That is, when one detection switch 54 is set to the ON state
by the tilting operation of the control lever 53, the control lever
53 is tilted to the opposite side of the detection switch 54 set to
the ON state, and the control lever 53 is tilted to the opposite
side of the detection switches 54 set to the ON state when two
adjacent detection switches are set to the ON state, thereby
obtaining the input operating signal corresponding to the direction
of operation of the control lever 53.
[0006] The conventional joystick, however, has only the function of
giving an action command resulting from the input operating signal
to the playing machine side by the tilting operation thereof so as
to move player characters and so forth displayed on the screen.
Therefore, the concern of the game is focused on an image displayed
on the screen, causing the game to lack realistic feeling and to be
dull.
[0007] For this reason; in a driving game machine having a driver's
seat and a screen for displaying a driving course, the entire
driver's seat is vibrated by a driving device together with a
player in response to a running state of a car, such as at the time
of collision, thereby imparting stimulation corresponding to the
display screen from the driving game machine side to the player's
side.
[0008] However, the control such that the entire driver's seat is
vibrated together with the player requires a large-scale vibrating
apparatus, resulting in a high cost of manufacturing the game
machine.
SUMMARY OF THE INVENTION
[0009] Accordingly, it is an object of the present invention to
provide a manual operating device capable of imparting stimulation
corresponding to a display screen from the manual operating device
side to the operator's side to enhance the realistic feeling and of
effectively increasing the game quality, and to provide a game
machine using the same.
[0010] It is another object of the present invention to provide a
game method and a computer readable medium.
[0011] According to a first aspect of the present invention, there
is provided a manual operating device including a control lever
tiltably supported by a bearing provided on a support plate; and a
detection mechanism for detecting tilt displacement of said control
lever, wherein a stimulation-imparting mechanism for vibrating the
control lever to impart stimulation is provided in the control
lever.
[0012] With the described arrangement, not only an action command
made by an operator as a result of the operation of the control
lever is imparted to the characters on the display screen, but also
stimulation corresponding to the display screen is imparted from
the device to the operator gripping and operating the control lever
with a simple construction of the provision of the
stimulation-imparting mechanism provided in the control lever.
Therefore, dullness of the game is relieved, and the realistic
feeling can be enhanced and the game quality can be effectively
increased, so that the operator can further enjoy the game.
[0013] In the manual operating device of the present invention, the
stimulation-imparting mechanism may preferably be a motor with an
eccentric weight.
[0014] With this arrangement, if the motor with the eccentric
weight is employed as the stimulation-imparting mechanism,
vibration is generated only by rotating and swinging the eccentric
weight with the motor, the structure for vibrating the control
lever is simplified, and the mechanism can be easily contained in
the control lever, so that the vibration control can be easily
realized.
[0015] According to a second aspect of the prevent invention, there
is provided a game apparatus in which a game is played on the basis
of an operation command corresponding to tilt displacement of a
tiltably supported control lever, the game apparatus including a
manual operating device having a control lever tiltably supported
by a bearing provided on a support plate, and a detection mechanism
for detecting tilt displacement of the control lever, wherein a
stimulation-imparting mechanism for vibrating the control lever to
impart stimulation is provided in the control lever; and control
means for controlling the stimulation-imparting mechanism so as to
be vibratingly driven in response to a game situation.
[0016] With the described arrangement, the stimulation-imparting
mechanism provided in the control lever is vibratingly driven in
response to the game situation, so that not only an action command
made by an operator as a result of the operation of the control
lever is imparted to the characters on the display screen, but also
stimulation corresponding to the display screen is imparted from
the device to the operator. Therefore, dullness of the game is
relieved, and the realistic feeling can be enhanced and the game
quality can be effectively increased, so that the operator can
further enjoy the game.
[0017] In the game apparatus of the present invention, the control
means may preferably drive and control the stimulation-imparting
mechanism at least in one of an amount of vibration and a type of
vibration, in response to the game situation.
[0018] With the described arrangement, the amount and type of
vibration can be driven and controlled in response to the game
situation, so that stimulation corresponding to the display screen
is imparted in detail. Therefore, dullness of the game is relieved,
and the realistic feeling can be enhanced and the game quality can
be effectively increased, so that the operator can further enjoy
the game.
[0019] According to a third aspect of the present invention, there
is provided a method of playing a game on the basis of an operation
command corresponding to tilt displacement of a tiltably supported
control lever, wherein a stimulation-imparting mechanism provided
in the control lever is vibratingly driven in response to a game
situation.
[0020] According to a fourth aspect of the present invention, there
is provided a computer readable medium storing a control program
which, when playing a game on the basis of tilt displacement of a
control lever, executes a step for controlling a
stimulation-imparting mechanism so as to be vibratingly driven in
response to a game situation.
[0021] With the described arrangements, the amount and type of
vibration can be driven and controlled in response to the game
situation, so that stimulation corresponding to the display screen
is imparted in detail. Therefore, dullness of the game is relieved,
and the realistic feeling can be enhanced and the game quality can
be effectively increased, so that the operator can further enjoy
the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG. 1 is a perspective view showing a construction of a
game apparatus according to an embodiment of the present
invention;
[0023] FIG. 2 is a block diagram showing a control structure of the
game apparatus of FIG. 1;
[0024] FIG. 3 is an external view in perspective of an operation
input section of FIG. 1;
[0025] FIG. 4 is a top view showing directions of operation of a
joystick lever of FIG. 3;
[0026] FIG. 5 is a perspective view schematically illustrating the
entire structure of a manual operating device of FIG. 1;
[0027] FIG. 6 is a partially cutaway view in perspective of the
manual operating device of FIG. 1;
[0028] FIG. 7 is a partially exploded sectional view in perspective
of a joystick lever of FIG. 5;
[0029] FIG. 8 is a longitudinal sectional view in perspective of
the joystick lever of FIG. 5;
[0030] FIG. 9 is a longitudinal sectional view of the manual
operating device of FIG. 5;
[0031] FIG. 10 is a flowchart showing a vibration-controlling
subroutine of the operation of the game apparatus of FIG. 1;
and
[0032] FIG. 11 is a perspective view schematically illustrating a
construction of a conventional manual operating device.
DESCRIPTION OF THE PREFERRED EMBODIMENT
[0033] A preferred embodiment of a game apparatus according to the
present invention will now be described with reference to the
accompanying drawings.
[0034] FIG. 1 is an external view in perspective of a game
apparatus according to an embodiment of the present invention, and
FIG. 2 is a block diagram showing a control structure of the game
apparatus.
[0035] Referring to FIGS. 1 and 2, a game apparatus 1 includes an
image display unit 4 provided at an easy-to-see location of the
upper portion of the game apparatus 1 and having a projection
screen 3 projected from a television monitor 2 for outputting an
image of a game, an operation unit 6 having an operation input
sections 5 which are operated by an operator so as to control
fighting actions of player characters, a control unit 7 for
executing an action command corresponding to an operating signal
from the operation unit 6 and controlling joystick levers 9 serving
as control levers gripped by an operator, so as to be vibrated in
response to a game situation, and a sound output unit 8 for
outputting a sound corresponding to a situation of the image on the
projection screen 3.
[0036] An operation input section 5 comprises, as shown in FIG. 3,
a joystick lever 9 operable in eight directions, a G button 10 for
instructing a guard action to the player characters projected on
the projection screen 3, a P button 11 provided on the right of the
G button 10 for instructing a punching action to the player
characters, and a K button 12 provided on the right of the P button
11 for instructing a kick action to the player characters, and two
sets of the operation input section 5 are provided on the left and
right positions of the operation unit 6. With the described
arrangement, two operators can allow the player characters to fight
with each other on the projection screen 3 by operating the
operation input sections 5, respectively, and one operator can
allow the player character and a CPU character (a character
controlled by a CPU to be described later so as to execute a
fighting action corresponding to a fighting situation with the
player character on the projection screen 3) to fight with each
other on the projection screen 3 by operating the operation input
sections 5 and further, the CPU characters can be allowed to fight
with each other on the projection screen 3 as a demonstration when
the operators are not operating the operation input sections 5.
[0037] The joystick lever 9 controls the direction of movement and
the direction of action of the player characters projected on the
projection screen 3. For example, when the joystick lever 9 is left
to stand upright (placed in a neutral position) as shown by the
direction F5 of FIG. 4, the control unit 7 is instructed so that
the player characters stop at the positions when instructed, and
this is displayed on the projection screen 3 by the control unit 7
through the television monitor 2. In addition, when the joystick
lever 9 is tilted in the direction F8 of FIG. 4, for example, the
control unit 7 is instructed so that the player characters jump
upward of the screen 3, and this is displayed on the projection
screen 3 by the control unit 7 through the television monitor 2.
Further, when the P button 11 is pressed while tilting the joystick
lever 9 in the direction F8, the control unit 7 is instructed so
that the player characters punch while jumping, and this is
displayed on the projection screen 3 by the control unit 7 through
the television monitor 2. Still further, a simultaneous operation
of respective buttons can allow the control unit 7 to instruct the
player characters to execute various types of combined actions, for
example, to instruct the player characters to perform a throwing
technique by pressing the G button 10 and P button 11
simultaneously.
[0038] In addition, a RAM 13 capable of reading and writing of
various data, an interface circuit 14, a signal processor 15, an
image-drawing processor 16 and a CPU 17 are connected by a bus 18
including an address bus, a data bus and a controller bus. The
operation input section 5 is connected to the bus 18 through the
interface circuit 19 so as to allow the CPU 17 to execute an
operation command corresponding to the operating signal from the
operation input section 5.
[0039] A memory unit 20 serving as storage means is provided with
at least a readable recording medium 21 connected to the interface
circuit 14, in addition to the above RAM 13. Game data including
image data, sound data, program data, and so forth are recorded in
the recording medium 21. In particular, the image data include a
fighting action corresponding to the fighting situation of the CPU
character and the action of the player character corresponding to
the operating command made by tilt displacement of the joystick
lever 9. In addition, in the recording medium 21, there is recorded
a control program for executing a step for controlling an
stimulation-imparting mechanism, which will be described later, in
the joystick lever 9 to be vibratingly driven corresponding to the
game situation. Further, the recording medium 21 is composed of a
so-called ROM cassette such that a ROM stores therein the game data
and program data of an operating system is accommodated in a
plastic case, an optical disk, or a flexible disk.
[0040] In addition, the signal processor 15 mainly conducts
calculation of two-dimensional positions of the fighting
characters, generation of the sound data and processing thereof,
and the image-drawing processor 16 conducts writing of the image
data to be drawn to the RAM 13 on the basis of the calculation
results of the fighting characters conducted by the signal
processor 15. Therefore, the control unit 7 controls the CPU 17 so
as to conduct various types of signal processing of the game data
recorded in the recording medium 21 by the signal processor 15, and
to conduct writing of the image data and the sound data to the RAM
13 by the image-drawing processor 16 on the basis of the results of
the various types of signal processing.
[0041] The sound output unit 8 includes an interface circuit 22
connected to the bus 18, a D/A converter 23 for digital-analog
converting a signal from the interface circuit 22, a preamplifier
24 for amplifying the sound signal converted by the D/A converter
23, and a speaker 25 for outputting the sound on the basis of the
sound signal amplified by the preamplifier 24. The sound data
written in the RAM 13 by the image-drawing processor 16 are input
to the speaker 25 through the interface circuit 22, the D/A
converter 23 and the preamplifier 24, whereby the sound
corresponding to the game situation is output.
[0042] The image display unit 4 includes an interface circuit 26, a
D/A converter 27 for digital-analog converting the image signal
from the interface circuit 26, and the television monitor 2 for
outputting the image on the basis of the image signal converted by
the D/A converter 27. The image data written in the RAM 13 by the
image-drawing processor 16 are input to the television monitor 2
through the interface circuit 26 and the D/A converter 27, whereby
the player characters fighting with each other and the CPU
characters fighting with each other are displayed on the television
monitor 2 together with peripheral images thereof, and the image
displayed on the television monitor 2 is enlarged and projected
onto the projection screen 3 so as to be easily seen.
[0043] A vibration unit 28 for vibrating the joystick lever 9
includes an interface circuit 29, a motor 30 with an eccentric
weight serving as a stimulation-imparting mechanism for vibrating
the joystick lever 9 gripped by an operator to impart stimulation
to the operator's hand, and a motor driving unit 31 for
rotationally driving the motor 30 on the basis of the control
signal input from the CPU 17 through the interface circuit 29. The
CPU 7 inputs the control signal corresponding to the game situation
(whether or not predetermined requirements are satisfied) into the
motor driving unit 31 through the interface circuit 29, whereby the
motor driving unit 31 rotationally drives the motor 30, changes the
rotation speed and the rotation time of the motor 30 to vary the
amount of vibration, and further to vary a type of vibration due to
the continuous rotation and the intermittent rotation of the motor
30.
[0044] According to the foregoing description, the control unit 7
includes player character control means for controlling the player
character so as to fight with the CPU character on the projection
screen 3 in response to the operating signal as the operating
command from the operation input section 5, CPU character control
means for controlling the CPU character so as to execute the
fighting action corresponding to the fighting situation with the
play character read from the recording medium 21 on the projection
screen 3, and vibration control means for outputting a control
signal for rotationally driving the motor 30 so as to vibrate the
joystick lever 9 in response to the game situation. The vibration
control means controls the rotation speed and the rotation time of
the motor 30 so as to control the amount of vibration in response
to the game situation, and outputs the control signal for
controlling the types of the rotation of the motor 30, such as
continuous rotation and intermittent rotation.
[0045] In controlling the fight of the fighting characters (the
player character and the CPU character), the CPU 17 allows the
signal processor 15 to conduct calculation of the positions of the
fighting characters, and allows the image-drawing processor 16 to
conduct writing of the image data and the sound data to the RAM 13,
and the image data written in the RAM 13 are displayed on the
projection screen 3 through the television monitor 2. In addition,
in controlling the vibration of the joystick lever 9, the CPU 17
outputs the control signal to the vibration unit 29 so that the
motor driving unit 31 varies the rotation speed, the rotation time
and the type of rotation, such as continuous rotation and
intermittent rotation, of the motor 30, in order to change the
amount of vibration and the type of vibration of the joystick lever
9 in response to the game situation whether or not predetermined
vibration requirements are satisfied on the basis of the game data
including the image data, sound data and program data recorded in
the recording medium 21.
[0046] A description will now be given in detail of a structure of
the manual operating device including the joystick lever 9 with
reference to FIGS. 5 to 9.
[0047] Referring to FIGS. 5 and 6, the manual operating device
includes the joystick lever 9 having a grip ball 33 fixed as a knob
to the upper end of a stick shaft 32, a ball joint 34 serving as a
bearing portion for tiltably supporting the stick shaft 32, a
chassis 35 serving as a support plate for tiltably supporting the
joystick lever 9 through the ball joint 34, four microswitches 36
provided near the lower end of the stick shaft 32 and serving as
detection switches for constituting a detection mechanism for
detecting tilt displacement of the stick shaft 32, and a cabinet 37
constructed so as to surround the four microswitches 36 by the side
surfaces thereof.
[0048] In the grip ball 33, there is provided the motor 30 with the
eccentric weight serving as the stimulation-imparting mechanism for
vibrating the joystick lever 9 to impart stimulation to the
operator's hand. The arrangement of the motor 30 is such that an
eccentric weight 30a in the form of an eccentric cam is mounted to
the head of the motor shaft in a decentered manner, and the
eccentric weight 30a is swung around the motor shaft by the
rotation of the motor shaft thereby to form a source of
vibration.
[0049] In addition, as shown in FIG. 7, the stick shaft 32 is
formed into a tubular shape, and is stepped at its upper end to
form a small diameter portion 32a, and a male screw to be
threadedly engaged with a female screw hole 33a of the grip ball 33
is formed on the small diameter portion 32. A step portion is
formed at a lower part of the center of the stick shaft 32, and a
small diameter portion 32b is formed at a lower part of the step
portion. A groove 32c for fitting thereto a shaft
fallout-preventing ring is formed in the outer periphery of the tip
of the small diameter portion 32b.
[0050] A hollow section 33b is formed at the back of the female
screw hole 33a. The hollow section 33b is formed wider than the
inner diameter of the female screw hole 33a to the extent such that
it can accommodate the motor 30 and is not struck by the eccentric
weight 30a when the motor 30 is rotated. Various methods of forming
the hollow section 33b may be considered. For example, the grip
ball 33 is divided into two pieces, and recesses are formed in the
respective divided dome-shaped members and then, the dome-shaped
members are bonded by an adhesive or the like with the recesses
opposed to each other, thereby obtaining the grip ball 33 and the
hollow section 33a.
[0051] A motor-fixing housing 38 for fixing the lower part of the
motor 30 is formed into a cylindrical shape with a bottom, and a
male screw to be threadedly engaged with the female screw hole 33a
of the grip ball 33 is formed on the outer periphery thereof. The
lower part of the motor 30 is inserted and fixed to the inner
diameter of the motor-fixing housing 38. Various methods of fixing
the lower part of the motor 30 to the housing 38 may be considered.
For example, a male screw may be formed on the outer periphery of
the lower part of the motor 30 and a female screw may be formed on
the inner diameter side of the housing 38 so as to be threadedly
connected to each other, and the lower part of the motor 30 may be
merely fitted and fixed to the housing 38 and further, the lower
part of the motor 30 may be fixed by an adhesive. At the time of
the fixture, lead wires 39 provided on the lower part of the motor
30 are taken out of a center hole formed in the bottom of the
housing 38.
[0052] The male screw formed on the outer periphery of the housing
38 is threadedly engaged with the female screw hole 33a of the grip
ball 33 and rotated in the direction of the arrow A together with
the motor 30 to be screwed toward the predetermined back position
and further, the upper small diameter portion (male screw) 32a of
the stick shaft 32 is rotated in the direction of the arrow B to be
screwed into the position it strikes the housing 38, whereby the
housing 38 and the stick shaft 32 are more securely fixed to the
grip ball 33 by a double-nut effect. At this time, the stepped
portion of the small diameter portion 32a is in abutment with the
outer peripheral surface of the grip ball 33 so that the stick
shaft 32 is fixed more strongly to the grip ball 33. Further, the
lead wires 39 of the motor 30 are taken out of the center hole of
the stick shaft 32.
[0053] As shown in FIGS. 6 and 9, a through hole for passing
therethrough the stick shaft 32 is formed in the center of the ball
joint 34, and the backside thereof is formed into a spherical
projection 34a. A ball joint housing 40 is fixed by the chassis 35
as the upper wall and the cabinet 37 as the side wall, and a
spherical recess 40a is formed in the center thereof. The spherical
recess 40a is opened upward and has a through hole formed in the
center thereof for passing therethrough the stick shaft 32. The
spherical projection 34a and the spherical recess 40a are formed so
as to be fitted to each other and relatively moved with the
spherical surfaces in abutment with each other so that they serve
as a bearing for tiltably supporting the stick shaft 32 whose lower
portion is fixed by being passed through the through holes formed
in the ball joint 34 and the ball joint housing 40 until the step
portion of the stick shaft 32 strikes the upper surface of the ball
joint 34.
[0054] A return spring 41 and a bush 42 are vertically provided on
the lower portion of the stick shaft 32 in a state of being
prevented from downward fallout by the shaft fallout-preventing
ring 43. In addition, a four-way/eight-way switching plate 44 is
provided on the lower surface of the cabinet 37, and guide holes
for guiding the lower end of the stick shaft to directions of
operation are formed radially from the center hole of the switching
plate 44. Further, four microswitches 36 are provided on the upper
surface of the switching plate 44 with an actuator 36a
center-directed and opposed to the outer peripheral surface of the
bush 42. When the stick shaft 32 is tilted, the actuator 36a of the
microswitch 36 on the opposite side of the tilted stick shaft 32 is
pressed by the bush 42 thereby to detect the direction of
operation.
[0055] A description will now be given of an operation of the game
apparatus. In this embodiment, a description will be given of a
fighting game in which the player character fights with the CPU
character.
[0056] FIG. 10 is a flowchart showing a vibration-controlling
subroutine of the operation of the game apparatus.
[0057] As shown in FIG. 10, action information (fighting situation
such as an attack action, a guard action, the distance and position
from the opponent, and so forth) is first captured in step S1. That
is, the control unit 7 is controlled by the game data recorded in
the recording medium 21 and captures the action information of the
player character as I/O data showing which one is operated of the
joystick 9 and buttons 10 to 12, and also captures the action
information of the CPU character as the I/O data. In this case, in
addition to the attack action and the guard action, fighting
situations such as the distance between the player character and
the CPU character, an attitude of each of the characters (crouching
and the like) are captured as the action information.
[0058] Regarding the action information of the fighting characters
captured in step S1, it is judged in step S2 whether or not there
is a hit on the CPU character and whether or not there is a hit by
the CPU character as the result of the fight. That is, in step S2,
the control unit 7 is controlled by the game data recorded in the
recording medium 21, and when there is the above hit, the procedure
advances to step S3 to judge impact strength, and the procedure
returns to the original game program from the vibration-controlling
subroutine. The word hit means an impact when the player
character's attack on the CPU character strikes the CPU character,
and an impact when the CPU character's attack on the player
character strikes the player character. The impact greatly varies
according to the presence of a guard action.
[0059] In step S3, the strength of the hit (impact strength) is
judged in response to the fighting situation, and three kinds of
vibration strength of the joystick lever 9, "high", "medium" and
"low", are set in response to the strength of the hit. In the case
of the fighting game, the strength of the hit is a strength of
punch, kick and a continuous technique and further, a strength of
hit against the ground due to a throw as a combined technique. In
this embodiment, a combination of these attacks and the guard
actions against them, and the situation of the attitude and
distance of the characters are added, and three kinds of vibration
strength of the joystick lever 9, "high", "medium" and "low", are
set.
[0060] In step S4, impact time of the joystick lever 9 in response
to the fighting situation is judged. In this embodiment, three
kinds of impact time corresponding to the fighting situation,
"long", "ordinary" and "short" are set.
[0061] For example, when the player character's punch and kick hit
the CPU character, the impact time is set to "short" as a reaction
impact corresponding to the strength of the hit. Conversely, when
the CPU character's punch and kick hit the player character, the
impact time is set from "short" to "long" as a reaction impact
corresponding to the strength of the hit. Further, when a
continuous technique of punch, kick, and so forth continuously hits
the player character, a reaction impact is generated similar to the
foregoing description, resulting in a "long" impact time. Still
further, in the case where the player character is knocked down by
the punch and kick, a continuous technique thereof and a combined
technique with a throwing technique, the impact strength and impact
time corresponding to the strength of the hit of the punch and kick
are set, and the impact strength and impact time corresponding to
the strength when the player character is thrown and knocked down
and thereafter, the impact time is set to "long" so as to be
continued with the impact strength weaker than that of the point of
impact time. An impact amount is constituted by the impact strength
and the impact time, and the amount of vibration (vibration
strength and vibration time) of the joystick lever 9 is determined
in response to the impact amount.
[0062] In step S5, the type of vibration of the joystick lever 9 is
judged in response to the fighting situation. In this embodiment,
two different types of vibration are set, "continuous" and
"discontinuous". In the case of "discontinuous" vibration, the
joystick lever 9 is discontinuously vibrated by intermittently
rotating the motor 30 provided in the joystick lever 9.
[0063] For example, in the case of a punch, kick and a hit due to
the continuous technique thereof and further, a hit against the
ground due to a throw as a combined technique, the type of
vibration is set to "continuous", and with an image of intermittent
vibration such as "convulsive movement of limbs", the type of
vibration is set to "discontinuous", so that more realistic feeling
is transmitted to the operator's hand.
[0064] In step S6, a control signal corresponding to the fighting
situation is output. That is, on the basis of the results of the
above judgements made in steps S3, S4 and S5, the control signal is
output from the CPU 17 to the motor driving unit 31 through the
interface circuit 29. A driving power from the motor driving unit
31 to the motor 30 is changed by the control signal, thereby
obtaining the vibration strength and vibration time of the joystick
lever 9 corresponding to the strength of the hit. That is, the
larger the driving power, the rotation speed of the motor 30
becomes faster, so that strong vibration can be obtained. In
addition, a time for supplying the driving power from the motor
driving unit 31 to the motor 30 is changed by an output time of the
control signal, thereby obtaining the vibration time of the
joystick lever 9 corresponding to the fighting situation. Further,
it is possible to change the vibration strength so as to be
gradually decreased with the passage of the driving time of the
motor 30. Still further, a supply of the driving power from the
motor driving unit 31 to the motor 30 is changed according to
whether the control signal is output continuously or
discontinuously, thereby obtaining the type of vibration of the
joystick lever 9 corresponding to the fighting situation.
[0065] As described above, according to the present invention, not
only the action command made by the operator due to the operation
of the joystick lever 9 is imparted to the characters on the screen
of the image display 4, but also a stimulation corresponding to the
contents of the image is imparted from the control unit 7 to the
operator gripping and operating the joystick lever 9 with a simple
arrangement of the provision of the motor 30 with the eccentric
weight in the joystick lever 9. Therefore, dullness of the game is
relieved such that the action command is imparted only in one
direction from the operator to the game machine, the realistic
feeling can be enhanced, and the game quality can be effectively
increased, so that the operator can further enjoy the game.
[0066] In addition, a joystick lever vibrating device applied to a
consumer video game machine is often designed for company's own. If
the vibrating device is to be mounted to a housing of a normal game
machine, the vibrating device should be secured on a control panel
with the use of a special jig. Thus, according to the present
invention, the joystick lever 9 composed of the grip ball 33 and
the stick shaft 32 is vibrated by the motor 30 with the eccentric
weight with a simple construction such that several components of
the manual operating device including the joystick lever 9 normally
used in a game machine are exchanged and added.
[0067] More specifically, examples of the components of a normal
manual operating device include the ball joint 34, the chassis 35,
the microswitches 36, the cabinet 37, the ball joint housing 40,
the return spring 41, the bush 42, the shaft fallout-preventing
ring 43 and the four-way/eight-way switching plate 44 described in
the above embodiment. In addition, examples of the components to be
exchanged and added in the vibration control of the present
invention include the motor 30 with the eccentric weight (a small
DC motor and the eccentric weight 30a), the interface circuit 29,
the motor driving unit 31, the stick shaft 32, the grip ball 33,
the motor-fixing housing 38 and the lead wires 29.
[0068] While the present invention has been described with respect
to what is presently considered to be the preferred embodiment, it
is to be understood that the invention is not limited to the
disclosed embodiment. To the contrary, the invention is intended to
cover various modifications and equivalent arrangements included
within the sprit and scope of the appended claims.
[0069] For example, the present invention is applicable to a
shooting game and a driving game. In the case of the shooting game,
the motor 30 with the eccentric weight provided in the joystick
lever 9 can be driven so that the impact as a reaction of shooting
is used as the vibration of the joystick lever 9. In the case of
the driving game, the motor 30 with the eccentric weight provided
in the joystick lever 9 can be driven so that the impact as a
reaction of collision is used as the vibration of the joystick
lever 9. In addition, in the case of a fighting game played in a
ring, the joystick lever 9 can be vibrated when player characters
touch the ring ropes through which a current is passed. Further, in
the case of a game such that a stick is sequentially passed through
a high-voltage-applied space, a short circuit occurs when the stick
touches the component of the space. The joystick lever 9 can be
vibrated at the time of occurrence of the short circuit. Therefore,
vibration control of the joystick lever 9 can be applicable to
various types of games.
[0070] In addition, a vibrating member such as a small solenoid and
a crank mechanism may be used as the stimulation-imparting
mechanism. It is essential only that the member to be a source of
vibration which can be driven in response to the control signal
from the control unit 7.
[0071] Further, various lamps such as red, blue and yellow lamps
are flashed and a sound corresponding to a fighting situation is
output when controlling vibration of the joystick lever 9, whereby
the effect of the game due to the vibration control of the joystick
lever 9 can be further increased.
[0072] Still further, the game apparatus of the present invention
may take a variety of forms, such as a so-called business game
apparatus, a home game machine, and a general personal computer. In
the case of the business game apparatus, the operation input
section 5 has a joystick lever 9 and various types of shot
switches, and the monitor has the television monitor 2 and the
projection screen 3 which are the special CRT and the liquid
crystal display, respectively, as described above. In the case of
the home game machine, the operation input section 5 is normally
called a controller and may include a cross key and various types
of control buttons. The above control unit 7, the operation unit 6
and so forth are all included in the home game machine. A
television monitor is frequently used as the monitor. In the case
of the personal computer, the operation output section 5 is used in
place of an input device, such as a keyboard and a mouse, and a
graphic display is used as the monitor. The control unit 7, the
operation unit 6 and so forth are all included in the personal
computer.
[0073] In addition, in the case of the home game machine and the
personal computer, a game program stored in a game program storage
unit may be recorded in a computer readable medium, such as a
floppy disk, a CD-ROM, a magneto-optic disk and a DVD-ROM, and the
medium may be brought into a main unit by being read by reading
means provided in the game machine and the personal computer.
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